The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides canvas, svg, CSS3D and WebGL renderers.
npm install three
 <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
This is the basic HTML file that can be used as a boilerplate when starting a project. This boilerplate uses orbit controls with damping (camera that can move around an object with deceleration effect) and creates a spinning cube.
<!DOCTYPE html>
<html>
    <head>
        <title>Three.js Boilerplate</title>
        <!--This is important to get a correct canvas size on mobile-->
        <meta name='viewport' content='width=device-width, user-scalable=no'/>
        <style>
            body{
                margin:0;
                overflow:hidden;
            }
            /*
              Next 2 paragraphs are a good practice. 
              In IE/Edge you have to provide the cursor images.
            */
            canvas{
                cursor:grab;
                cursor:-webkit-grab;
                cursor:-moz-grab;
            }
            canvas:active{
                cursor:grabbing;
                cursor:-webkit-grabbing;
                cursor:-moz-grabbing;
            }
        </style>
    </head>
    <body>
        
        <script src='three.js/build/three.js'></script>
        <script src='three.js/examples/js/controls/OrbitControls.js'></script>
        <script>
            var scene, renderer, camera, controls, cube;
        
            init();
            function init () {
                renderer = new THREE.WebGLRenderer();
                
                //this is to get the correct pixel detail on portable devices
                renderer.setPixelRatio( window.devicePixelRatio );
                //and this sets the canvas' size.
                renderer.setSize( window.innerWidth, window.innerHeight );
                document.body.appendChild( renderer.domElement );
                scene = new THREE.Scene();
                camera = new THREE.PerspectiveCamera( 
                    70,                                         //FOV
                    window.innerWidth / window.innerHeight,     //aspect
                    1,                                          //near clipping plane
                    100                                         //far clipping plane
                );
                camera.position.set( 1, 3, 5 );
                controls = new THREE.OrbitControls( camera, renderer.domElement );
                controls.rotateSpeed = .07;
                controls.enableDamping = true;
                controls.dampingFactor = .05;
                window.addEventListener( 'resize', function () {
                    camera.aspect = window.innerWidth / window.innerHeight;
                    camera.updateProjectionMatrix();
                    renderer.setSize( window.innerWidth, window.innerHeight );
                }, false );
                cube = new THREE.Mesh(
                    new THREE.BoxGeometry( 1, 1, 1 ),
                    new THREE.MeshBasicMaterial()
                   );
                scene.add( cube );
                animate();
            }
            function animate () {
                requestAnimationFrame( animate );
                controls.update();
                renderer.render( scene, camera );
                
                cube.rotation.x += 0.01;
            }
        </script>
    </body>
</html>
The example is taken from threejs website.
You may want to download three.js and change the script source below.
There are many more advanced examples under this link.
HTML:
<html>
<head>
    <meta charset=utf-8>
    <title>My first Three.js app</title>
    <style>
        body { margin: 0; }
        canvas { width: 100%; height: 100% }
    </style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
    <script>
        // Our JavaScript will go here.
    </script>
</body>
The basic scene with a static cube in JavaScript:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
To actually see anything, we need a Render() loop:
function render() {
    requestAnimationFrame( render );
    renderer.render( scene, camera );
}
render();